1
1
mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-27 22:41:56 +08:00

fix(角色平衡): 调整多个角色的移动速度和攻击冷却时间

修改MTY、Dog、Cat和Hen角色的移动速度参数,降低部分角色的速度以平衡游戏性
调整Dog和Hen的攻击冷却时间范围,使战斗节奏更合理
简化Hen的攻击逻辑,移除随机子弹数量生成
This commit is contained in:
2026-05-10 23:00:47 +08:00
parent d22a86b7c8
commit b1e25afb02
4 changed files with 8 additions and 9 deletions
+3 -3
View File
@@ -3,17 +3,17 @@ class_name Maodie
func register(): func register():
fields[FieldStore.Entity.MAX_HEALTH] = 75 fields[FieldStore.Entity.MAX_HEALTH] = 75
fields[FieldStore.Entity.MOVEMENT_SPEED] = randf_range(0.5, 0.8) fields[FieldStore.Entity.MOVEMENT_SPEED] = randf_range(0.4, 0.65)
attackCooldownMap[0] = randi_range(5000, 8000) attackCooldownMap[0] = randi_range(5000, 8000)
sprintMultiplier = randf_range(5, 15) sprintMultiplier = randf_range(5, 15)
func spawn(): func spawn():
texture.play("walk") texture.play("walk")
func ai(): func ai():
PresetEntityAI.follow(self, currentFocusedBoss) PresetEntityAI.follow(self , currentFocusedBoss)
tryAttack(0, true) tryAttack(0, true)
func attack(type: int): func attack(type: int):
if type == 0: if type == 0:
BulletBase.generate(ComponentManager.getBullet("ChickSprint"), self, position, 0) BulletBase.generate(ComponentManager.getBullet("ChickSprint"), self , position, 0)
trySprint() trySprint()
return true return true
func sprint(): func sprint():
+1 -1
View File
@@ -4,7 +4,7 @@ func register():
fields[FieldStore.Entity.MAX_HEALTH] = 120 fields[FieldStore.Entity.MAX_HEALTH] = 120
fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.2 fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.2
fields[FieldStore.Entity.OFFSET_SHOOT] = 0 fields[FieldStore.Entity.OFFSET_SHOOT] = 0
attackCooldownMap[0] = randi_range(100, 500) attackCooldownMap[0] = randi_range(1000, 3000)
func spawn(): func spawn():
texture.play("walk") texture.play("walk")
func ai(): func ai():
+3 -4
View File
@@ -5,15 +5,14 @@ func register():
fields[FieldStore.Entity.MAX_HEALTH] = 100 fields[FieldStore.Entity.MAX_HEALTH] = 100
fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.3 fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.3
fields[FieldStore.Entity.OFFSET_SHOOT] = 10 fields[FieldStore.Entity.OFFSET_SHOOT] = 10
attackCooldownMap[0] = randi_range(2000, 5000)
func spawn(): func spawn():
texture.play("walk") texture.play("walk")
func ai(): func ai():
attackCooldownMap[0] = randi_range(1500, 4000) PresetEntityAI.follow(self , currentFocusedBoss, 300)
PresetEntityAI.follow(self, currentFocusedBoss, 300)
tryAttack(0) tryAttack(0)
func attack(type): func attack(type):
if type == 0: if type == 0:
var weaponPos = findWeaponAnchor("normal") var weaponPos = findWeaponAnchor("normal")
for i in randi_range(1, 4): BulletBase.generate(ComponentManager.getBullet("Star"), self , weaponPos, (currentFocusedBoss.position - position).angle())
BulletBase.generate(ComponentManager.getBullet("Star"), self, weaponPos, (currentFocusedBoss.position - position).angle())
return true return true
+1 -1
View File
@@ -6,7 +6,7 @@ var MIN_ATTACK_DISTANCE = 400
func register(): func register():
fields[FieldStore.Entity.MAX_HEALTH] = 400 fields[FieldStore.Entity.MAX_HEALTH] = 400
fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.9 fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.7
attackCooldownMap[0] = 4000 attackCooldownMap[0] = 4000
attackCooldownMap[1] = 3000 attackCooldownMap[1] = 3000
attackCooldownMap[2] = 500 attackCooldownMap[2] = 500